Abstract: This paper describes a non-invasive human brain-actuated robotic arm experiment, which allows remote writing. In the local environment, the participant decides on an arbitrary word to transmit. A mental speller interface is then used to select the letters. A robot arm placed in the remote environment writes the word on a whiteboard in real time. A multidisciplinary framework such as the one presented here exemplifies a class of interactive applications with possible relevance in a variety of fields, such as entertainment and clinical environments.
Abstract: When a rubber hand is placed on a table top in a plausible position as if part of a person’s body, and is stroked synchronously with the person’s corresponding hidden real hand, an illusion of ownership over the rubber hand can occur (Botvinick and Cohen 1998). A similar result has been found with respect to a virtual hand portrayed in a virtual environment, a virtual hand illusion (Slater et al. 2008). The conditions under which these illusions occur have been the subject of considerable study. Here we exploited the flexibility of virtual reality to examine four contributory factors: visuo-tactile synchrony while stroking the virtual and the real arms, body continuity, alignment between the real and virtual arms, and the distance between them. We carried out three experiments on a total of 32 participants where these factors were varied. The results show that the subjective illusion of ownership over the virtual arm and the time to evoke this illusion are highly dependent on synchronous visuo-tactile stimulation and on connectivity of the virtual arm with the rest of the virtual body. The alignment between the real and virtual arms and the distance between these were less important. It was found that proprioceptive drift was not a sensitive measure of the illusion, but was only related to the distance between the real and virtual arms.
Abstract: The apparently stable brain representation of our bodies is easily challenged. We have recently shown that the illusion of ownership of a three-dimensional virtual hand can be evoked through synchronous tactile stimulation of a person's hidden real hand and that of the virtual hand. This reproduces the well-known rubber-hand illusion, but in virtual reality. Here we show that some aspects of the illusion can also occur through motor imagery used to control movements of a virtual hand. When movements of the virtual hand followed motor imagery, the illusion of ownership of the virtual hand was evoked and muscle activity measured through electromyogram correlated with movements of the virtual arm. Using virtual bodies has a great potential in the fields of physical and neural rehabilitation, making the understanding of ownership of a virtual body highly relevant NeuroReport 20:589-594 (C) 2009 Wolters Kluwer Health vertical bar Lippincott Williams & Wilkins.
Abstract: We discuss three experiments that investigate how virtual limbs and bodies can come to feel like real limbs and bodies. The first experiment shows that an illusion of ownership of a virtual arm appearing to project out of a person’s shoulder can be produced by tactile stimulation on a person’s hidden real hand and synchronous stimulation on the seen virtual hand. The second shows that the illusion can be produced by synchronous movement of the person’s hidden real hand and a virtual hand. The third shows that a weaker form of the illusion can be produced when a brain-computer interface is employed to move the virtual hand by means of motor imagery without any tactile stimulation. We discuss related studies that indicate that the ownership illusion may be generated for an entire body. This has important implications for the scientific understanding of body ownership and several practical applications.
Abstract: The integration of the human brain with computers is an interesting new area of applied neuroscience, where one application is replacement of a person's real body by a virtual representation. Here we demonstrate that a virtual limb can be made to feel part of your body if appropriate multisensory correlations are provided. We report an illusion that is invoked through tactile stimulation on a person's hidden real right hand with synchronous virtual visual stimulation on an aligned 3D stereo virtual arm projecting horizontally out of their shoulder. An experiment with 21 male participants showed displacement of ownership towards the virtual hand, as illustrated by questionnaire responses and proprioceptive drift. A control experiment with asynchronous tapping was carried out with a different set of 20 male participants who did not experience the illusion. After 5 min of stimulation the virtual arm rotated. Evidence suggests that the extent of the illusion was also correlated with the degree of muscle activity onset in the right arm as measured by EMG during this period that the arm was rotating, for the synchronous but not the asynchronous condition. A completely virtual object can therefore be experienced as part of one's self, which opens up the possibility that an entire virtual body could be felt as one's own in future virtual reality applications or online games, and be an invaluable tool for the understanding of the brain mechanisms underlying body ownership.
Abstract: Electrical brain responses during performance of cognitive tasks contain not only evoked, but also induced activity reflecting different processes. These activities are often partially overlapped in time and frequency, so that they are even more difficult to be separated in single-trial. Therefore, online applications based on induced brain activity require specific online processing methods to separate both activities efficiently. Here we propose a module-based methodology for the online extraction and quantification of induced brain activity during cognitive-related tasks. Further, the role of electrode montages and the minimization of the evoked activity are examined in both simulated and real data as part of the optimization process.
Abstract: his paper reports an experiment that investigated people's body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror avatar displayed prerecorded actions, unrelated to those of the participant. The other 10 subjects experienced the conditions in the opposite order. In both conditions the participant could carry out actions that led to elevation above ground level, as seen from their first person perspective and correspondingly in the mirror. A rotating virtual fan eventually descended to 2 m above the ground. The hypothesis was that synchronous mirror reflection would result in higher subjective sense of ownership. A questionnaire analysis showed that the body ownership illusion was significantly greater for the synchronous than asynchronous condition. Additionally participants in the synchronous condition avoided collision with the descending fan significantly more often than those in the asynchronous condition. The results of this experiment are put into context within similar experiments on multisensory correlation and body ownership within cognitive neuroscience.
Abstract: Biofeedback and a variety of brain-computer-interface methods imply as very first stages the obtainment of control of selected signals e.g. the related generating psycho-physiological processes. The basic mechanism in the learning phase is the operant conditioning, which represent a complex behavioral method consisting of several components. One of the most important components is the setting and adjustment of thresholds for the triggering of corresponding rewarding options. An adaptive threshold optimization method, for the training based on average values is presented. The procedure is derivated from the sequential test from Wald. The application of the sequential tests in the learning/training process allows a threshold adaptation corresponding to the abilities of the particular person and to the learning success.
Abstract: Synchronization in the electroencephalogram, which can be quantified by time-variant coherence measures, reveals a communication between brain regions reflecting different functions (e.g. learning or memory). Aim of this work is to compare three time-variant coherence algorithms in single-trial. The first algorithm is based on the short-time Fourier transform, the second one on the adaptive discrete Fourier transform, whereas the third algorithm is based on a recursive smoothed pseudo Wigner-distribution. Parameters which describe the dynamic properties of the algorithms were calculated and compared on simulated data. Differences were observed in the estimation performance of the algorithms. Based on the obtained results, the algorithms are discussed for their utilization in future applications.
Abstract: Epileptic patterns in EEG can be extracted without supervision via an approach based on adaptive EEG segmentation. It was previously shown that fractal dimension as a feature is more sensitive to the end points of epileptic patterns and more stable within pattern intervals when compared with other measures. Another issue in xD;unsupervised epileptic pattern recognition is avoiding redundant segment boundaries which may be detected within the epileptic pattern intervals. Therefore, the assigned threshold for the measure difference function is one of the essential parameters of the algorithm. In order to obtain a higher adaptability of the threshold, thus, a more efficient epileptic pattern extraction, we propose an adaptive recursive approach in this study.